/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/
/*
 * Copyright (C) 2007-2011 See the AUTHORS.BlinkenMUD file for details
 * By using this code, you have agreed to follow the terms of the   
 * ROT license, in the file doc/rot.license        
*/


#include <sys/types.h>
#include <sys/time.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"

/* command procedures needed */
DECLARE_DO_FUN (do_look);
DECLARE_DO_FUN (do_stand);

/* random room generation procedure */
ROOM_INDEX_DATA *
get_random_room (CHAR_DATA * ch)
{
  ROOM_INDEX_DATA *room;

  for (;;)
    {
      room = get_room_index (number_range (0, 65535));
      if (room != NULL)
	if (can_see_room (ch, room)
	    && !room_is_private (ch, room)
	    && !IS_SET (room->room_flags, ROOM_PRIVATE)
	    && !IS_SET (room->room_flags, ROOM_SOLITARY)
	    && !IS_SET (room->room_flags, ROOM_LOCKED)
	    && !IS_SET (room->room_flags, ROOM_SAFE)
	    && (IS_NPC (ch) || IS_SET (ch->act, ACT_AGGRESSIVE)
		|| !IS_SET (room->room_flags, ROOM_LAW)))
	  break;
    }

  return room;
}

/* RT Enter portals */
void
do_enter (CHAR_DATA * ch, char *argument)
{
  ROOM_INDEX_DATA *location;

  if (ch->fighting != NULL)
    return;

  /* nifty portal stuff */
  if (argument[0] != '\0')
    {
      ROOM_INDEX_DATA *old_room;
      OBJ_DATA *portal;
      CHAR_DATA *fch, *fch_next;

      old_room = ch->in_room;

      portal = get_obj_list (ch, argument, ch->in_room->contents);

      if (portal == NULL)
	{
	  send_to_char ("You don't see that here.\n\r", ch);
	  return;
	}

      if (portal->item_type != ITEM_PORTAL
	  || (IS_SET (portal->value[1], EX_CLOSED)
	      && !IS_TRUSTED (ch, KNIGHT)))
	{
	  send_to_char ("You can't seem to find a way in.\n\r", ch);
	  return;
	}

      if (!IS_TRUSTED (ch, KNIGHT) && !IS_SET (portal->value[2], GATE_NOCURSE)
	  && (IS_AFFECTED (ch, AFF_CURSE)
	      || IS_SET (old_room->room_flags, ROOM_NO_RECALL)))
	{
	  send_to_char ("Something prevents you from leaving...\n\r", ch);
	  return;
	}

      if (IS_SET (portal->value[2], GATE_RANDOM) || portal->value[3] == -1)
	{
	  location = get_random_room (ch);
	  portal->value[3] = location->vnum;	/* for record keeping :) */
	}
      else if (IS_SET (portal->value[2], GATE_BUGGY)
	       && (number_percent () < 5))
	location = get_random_room (ch);
      else
	location = get_room_index (portal->value[3]);

      if (location == NULL
	  || location == old_room
	  || !can_see_room (ch, location)
	  || (room_is_private (ch, location)
	      && !IS_TRUSTED (ch, IMPLEMENTOR)))
	{
	  act ("$p doesn't seem to go anywhere.", ch, portal, NULL, TO_CHAR);
	  return;
	}

      if (IS_NPC (ch) && IS_SET (ch->act, ACT_AGGRESSIVE)
	  && IS_SET (location->room_flags, ROOM_LAW))
	{
	  send_to_char ("Something prevents you from leaving...\n\r", ch);
	  return;
	}

      act ("$n steps into $p.", ch, portal, NULL, TO_ROOM);

      if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
	act ("You enter $p.", ch, portal, NULL, TO_CHAR);
      else
	act ("You walk through $p and find yourself somewhere else...",
	     ch, portal, NULL, TO_CHAR);

      char_from_room (ch);
      char_to_room (ch, location);

      if (IS_SET (portal->value[2], GATE_GOWITH))	/* take the gate along */
	{
	  obj_from_room (portal);
	  obj_to_room (portal, location);
	}

      if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
	act ("$n has arrived.", ch, portal, NULL, TO_ROOM);
      else
	act ("$n has arrived through $p.", ch, portal, NULL, TO_ROOM);

      do_look (ch, "auto");

      /* charges */
      if (portal->value[0] > 0)
	{
	  portal->value[0]--;
	  if (portal->value[0] == 0)
	    portal->value[0] = -1;
	}

      /* protect against circular follows */
      if (old_room == location)
	return;

      for (fch = old_room->people; fch != NULL; fch = fch_next)
	{
	  fch_next = fch->next_in_room;

	  if (portal == NULL || portal->value[0] == -1)
	    /* no following through dead portals */
	    continue;

	  if (fch->master == ch && IS_AFFECTED (fch, AFF_CHARM)
	      && fch->position < POS_STANDING)
	    do_stand (fch, "");

	  if (fch->master == ch && fch->position == POS_STANDING)
	    {

	      if (IS_SET (ch->in_room->room_flags, ROOM_LAW)
		  && (IS_NPC (fch) && IS_SET (fch->act, ACT_AGGRESSIVE)))
		{
		  act ("You can't bring $N into the city.",
		       ch, NULL, fch, TO_CHAR);
		  act ("You aren't allowed in the city.",
		       fch, NULL, NULL, TO_CHAR);
		  continue;
		}

	      act ("You follow $N.", fch, NULL, ch, TO_CHAR);
	      do_enter (fch, argument);
	    }
	}

      if (portal != NULL && portal->value[0] == -1)
	{
	  act ("$p fades out of existence.", ch, portal, NULL, TO_CHAR);
	  if (ch->in_room == old_room)
	    act ("$p fades out of existence.", ch, portal, NULL, TO_ROOM);
	  else if (old_room->people != NULL)
	    {
	      act ("$p fades out of existence.",
		   old_room->people, portal, NULL, TO_CHAR);
	      act ("$p fades out of existence.",
		   old_room->people, portal, NULL, TO_ROOM);
	    }
	  extract_obj (portal);
	}

      /* 
       * If someone is following the char, these triggers get activated
       * for the followers before the char, but it's safer this way...
       */
      if (IS_NPC (ch) && HAS_TRIGGER (ch, TRIG_ENTRY))
	mp_percent_trigger (ch, NULL, NULL, NULL, TRIG_ENTRY);
      if (!IS_NPC (ch))
	mp_greet_trigger (ch);

      return;
    }

  send_to_char ("Nope, can't do it.\n\r", ch);
  return;
}
